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Can a Video Game Help Teens’ Mental Health?

The game was linked to a 1.12-point drop in depression scores one year later and a more positive attitude toward seeking care, researchers said.

  • Dartmouth researchers developed PlaySmart, a gamified tool that demonstrated a modest reduction in depression and ADHD symptoms for adolescents through interactive scenarios normalizing healthy decision-making.
  • Growing demand for pediatric mental health care has outpaced provider availability, leaving families struggling to secure professional services for their children despite urgent need.
  • The Johns Hopkins University research team analyzed 27 randomized clinical trials, finding interventions effectively improved attention and decreased sadness among adolescent participants.
  • Associate Professor Joseph McGuire said these interventions serve as "nice first steps" for pediatricians when patients face long waits for individual therapy.
  • While benefits remain modest, researchers suggest these games provide scalable, accessible tools to help address the rising need for child mental health support.
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Can a video game help teens’ mental health?

A growing class of educational games may be "highly effective" for treating and preventing mental health issues in adolescents.

·Indiana, United States
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A research team at Dartmouth University in the United States has proven the effectiveness of the educational video game PlaySmart for preventing adolescent depression. It is drawing attention that high school students who played the game for one hour a week for six weeks showed reduced depressive symptoms one year later compared to a group that played regular games.

A clinical trial with 532 high school students has shown that educational video games can be a very effective tool for treating and preventing depression in adolescents.The entry Educational video games can be an effective solution against adolescent depression was first published in Digital Process.

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조선일보 broke the news on Monday, August 17, 2026.
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